Concept for a "medieval rugby" level



  • Hey!

    So I have had this idea for a Chivalry map and today I started designing it by blocking out some basic geometry.

    The idea is a lot like American football or rugby. However a flat field would be kinda boring and unbalanced for some classes so I want to make it a bit more exciting. This also makes the map nice for other game types like Last Team Standing. The exact rules of the game are something I will figure out much later, but the basics are that you score points by carrying the ball (or severed head) to the other end of the map.

    Here are some pictures of what I did this evening:

    Here you can see the whole map from above.
    https://dl.dropbox.com/u/27709072/level … test1.jpeg

    Here you can see one of the platforms for defending archers. You can also see the spike barricades and one of the “goalposts” clearly. The gray cylinder in the far left is a scale reference for a 1.8 meter tall person.
    https://dl.dropbox.com/u/27709072/level … test2.jpeg

    Here is a view from the eyes of the “player” with a standard eyeheight of 1.6 meters. The FOV is 85.
    https://dl.dropbox.com/u/27709072/level … test3.jpeg

    Here is a closeup of the midfield. The 4 platforms have a spinning blades mounted in them. The idea is that to avoid the bottom blade you need to jump and to avoid the top blade you need to crouch.
    https://dl.dropbox.com/u/27709072/level … test4.jpeg

    Bonus picture
    Here is a quick texturing test where I layer different types of grass textures.
    https://dl.dropbox.com/u/27709072/level … ngtest.jpg

    Ideas and feedback are welcome.



  • Quidditch!!! /squeal :-o



  • Blood Bowl! Hooray!

    But are you planning on creating just the map for now or are you going to code an entire game mode as well on top of it?

    Either way it’s a great idea (and a hell lot of work). I might just throw in some suggestions later (when I’m not pretending to be paying attention at uni).

    Good luck!



  • @CrimsonV:

    But are you planning on creating just the map for now or are you going to code an entire game mode as well on top of it?

    The plan is to have a custom gamemode for this level. If that proves to be too difficult Last Team Standing will be the backup gametype.

    Today I’ve been doing some asset modeling. Here is what I have done with the “trap platform”. This is a early work in progress version. The actually spinning blade is missing from this model. I will do it later as a separate piece. The polycount right now is 1019 tri so I will probably add more detail to the model. I’m also not sure of the textures and they might be changed aswell. Right now there are 3 tiling textures and the door texture (4 separate materials). I’m thinking of adding a texture that will use a separate UV that has no overlaping and has everything spaced out nicely (maybe use the lightmap UV:s if that is possible?). This texture would be pretty lowress and the idea would be to breakdown the tiling a bit by introducing some variation and dirt and layering it on top of the other materials. However this would prevent me from using these materials for other objects in the level. This means I have to figure out if it’s better to use smaller tiling textures and have more materials or to have less materials and bigger textures without tiling.

    https://dl.dropbox.com/u/27709072/level … atform.jpg
    https://dl.dropbox.com/u/27709072/level … ycount.png



  • pretty good so far. keep up the good work



  • very good ideas, I propose big trap stakes on each side of the map. Blood bowl!!!



  • I made playable test of the map using Unity3D. The reason I did this is to get a better sense of the scale and how the gameplay might work. I uploaded the map to dropbox if someone wants to try it out. It’s about 12megs in size. You only need to unpack the zip to the location of your choice and run the Exe file. (some web browsers might give a warning about the file since it’s a zip. Google chrome does this atlest).

    https://dl.dropbox.com/u/27709072/level … aptest.zip

    After trying out the map on Unity I realized that I really need to get some important data on CMW characters. I need to know what is the approximate real life scale of the characters. Are they relatively short like 160cm (5.25 feet) or perhaps tall as a basketball player 200cm (6.5 feet)? How high and how far can they jump and most importantly how fast are they while sprinting/running/blocking etc. It’s possible to get some idea of this by playing the game and guessing, but I hope I could get this data from the devs. However it’s possible that even they haven’t measured these things precisely. They might have just tweaked the maps and character speeds on the fly until the gameplay felt balanced.

    Edit: Almost forgot. The test map has basic WASD + mouse controls. You can jump with spacebar and “i” key inverts the mouse Y axis. pressing escape quits the program.

    Edit2: The FOV in the test is set to 80.

    Edit3: figured out how the attachment system works. Going to use it from now on.



  • @MDK:

    I need to know what is the approximate real life scale of the characters. Are they relatively short like 160cm (5.25 feet) or perhaps tall as a basketball player 200cm (6.5 feet)?

    Why not extract the models out of the .upk file and import them into your map?



  • @ReMixx:

    @MDK:

    I need to know what is the approximate real life scale of the characters. Are they relatively short like 160cm (5.25 feet) or perhaps tall as a basketball player 200cm (6.5 feet)?

    Why not extract the models out of the .upk file and import them into your map?

    The default character in UDK is 96 units high and I remember reading that a CMW character is 1.5x larger. That would make it 144 UDK units high. What I want to know is how many feet or centimeters is this 144 UDK units suppose present. In a way I suppose it doesn’t matter that much. We can assume the character is the height of an average man and if I scale things using that baseline things will look fine. However things like speed and jump height are a different matter. This is really hard to explain, but I hope you understand what I mean. :D

    Anyways I guess having a look at the UPK file might be a good idea. Need to look up how those things are unpacked.



  • Today I played around with UDK a bit. I created a textured landscape and brought the trap platform asset in to the scene with a working collision.



  • Looks like a great start! I’m still expecting a quidditch mod out of you though ;)



  • @ReMixx:

    Looks like a great start! I’m still expecting a quidditch mod out of you though ;)

    :-P YESS!! The archers could control the bludger or something…to bad I don’t know squat about map making :(



  • I worked on the terrain a bit more and now it looks a bit nicer. I also put placeholder castle walls and archer platforms on the map. As for the Quidditch thing… I’m not going to do that.

    Here is a quick fraps I took from UDK.
    http://www.youtube.com/watch?v=ceL-Lxcl83c&feature=plcp



  • @MDK:

    As for the Quidditch thing… I’m not going to do that.

    You broke my heart. :cry:


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